

- #How do i get eye candy 4000 on my corel paintshop pro x7 how to
- #How do i get eye candy 4000 on my corel paintshop pro x7 skin
- #How do i get eye candy 4000 on my corel paintshop pro x7 code
These sets are upgrades of Eye Candy 4000 with the addition of new filters. I reviewed the other two sets at the end of 2004 - Nature and Textures.
#How do i get eye candy 4000 on my corel paintshop pro x7 skin
It live-patch the sfx-data to reduce the volume.Impact is the latest of the three new Eye Candy 5 Photoshop filters by Alien Skin Software. I also don't have a good idea to add new ones.Īnd finally I add a volume-control. Now the project is complete - It missed the Intermission from the original, but I have no place any more.
#How do i get eye candy 4000 on my corel paintshop pro x7 code
Sadly I must delete the first tab of the code - a big comment with the global variables and what they do. I had planed to add a third song, but he doesn't sound good and I had again a Problem: over 100% compression. When the first part is finished, I poke new sfx and music-data in the memory and play part 2. one song is too long, it has more than 64 sfx. I have optimized the data-format (first one was a big hex-string ], second improve the format ] and the third uses a special-char-format, so it used nearly everywhere only one char per byte. Since the music used much more than 64 sfx-sounds, I placed the sound-date in the sourcecode. You can edit the mazes in the source-code and more, if you like. This was first a problem, because I added the pill-position as static data, now I must phrase the level-data to generate the Borders, add the pills, where the fruit appears and where the ghosts and Pic-Man starts. But since I draw 12 Fruits, I want more than one level. In the first version I only add one Level, the original one. I'm not really happy with it, but it work. So again hours later a wrote a little program to convert the musicxml to pico8 (Sorry unpublished at the moment, because it miss any interface). By accident I found MuseScore 3 and the possibility to export to musicxml, a text-based format. I don't like the original wakka-wakka sound of Pac-Man, I like more the Pac-Mania-Music, but how transfer this to PICO8? Midi-files would maybe a solution, but PICO8 can't open it and I have no idea, how the midi-files work. I'm not a musician and have no idea of music work. At the end I only add a game over screen, because I run out of space. My plan was to use more artwork and replace the shared part. I used only the the shared part of the spritesheet to save the graphic for the title screen. And the next problem - how can I got a picture to a PICO8-rom? Again hours later a new tool was born: URL GFXedit. I don't find that the original looks nice, so I searched for artwork. Two for the top, one for the bottom (because of the wave-animation) and the eyes. Same as Pic-Man, the ghost are 4 Sprites. So now when two ghost touch each other and go to the same direction, I forced to change one to choose a different direction at the next possible tile. One Problem was, that it could happen, that two ghosts are run exact the same way and nearly the exact same position. My ghost react a little different from the original, they have similar behave, but the ghost go more randomized. The ghost AI was also many try and errors. To draw Pic-Man I used 4 sprites, since I only draw a quarter of Pic-Man and use the flip options of the spr-command.

The first version couldn't go backwards, but because in the first levels Pic-Man is faster then the Ghost, I changed this. Not difficult, he simple runs in tiles and can only change the direction on every tile. Big mistake, it will consume around 90% of the virtual cpu - so I changed it to pset()-commands and now I only consume around 50%. First I used sprites to draw the pills-dot, in other systems it is nearly always better to use a sprite/texture instead of drawing direct. So i placed more pills and between the "tiles". First I tried to place the pill exact like the original, but it doesn't work, since my maze is compacter. So the maze is on the screen, now place the pills.
#How do i get eye candy 4000 on my corel paintshop pro x7 how to
And again a new problem, how to design the font and how to store it? So hours later a created a URL CharSet Editor and this problem was solved.

And so I remembered, that on the old classic c64 you often used the print-command. 6圆 would fit, but the map-system is not flexible enough. And so many problem started.įirst problem, the maze, with a 8x8 tile size it is simple to big for the 128x128 screen. Since Pic-Man was my first PICO8-Project I decide to re-program Pac-Man. I watched URL Game Maker's Toolkit and was amazed, how "complex" the ai of the ghost are. In every maze two fruit will appear in the middle of the maze, don't miss them.Įvery 1000,2000,4000. When you eat a power pill you become strong enough to eat the ghosts. You control Pic and your goal is to eat all pills to win the maze.ĭon't touch the ghosts, they will kill you. It is a Pac-Man close, so simple use the direction-buttons to control Pic-Man.
